Search found 46 matches

by E-37
Fri Apr 26, 2019 6:12 pm
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 973

Re: What consumes UPS?

I spawned in about 2000 fish and I didn't have any drop in UPS.
by E-37
Wed Apr 24, 2019 8:58 pm
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 973

Re: What consumes UPS?

Entities!:) Normal/High UPS: -active Inserters, chests, assemblers, aliens, fish(rumor) -all non-saturated belts; splitters, sideloaders -active pipes -every active chunk on the map low/very low UPS -beacons, solar panels, accumulators Fully compressed belts have better performance than non compres...
by E-37
Tue Apr 23, 2019 6:56 pm
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 973

Re: What consumes UPS?

Well I assumed that you couldn't achieve 60 UPS, and that was the reason you created this thread. I'm quite impressed being wrong (both by the devs who can get such an optimized game, and your computer, that must be quite beefy, you wouldn't run that on a potato :mrgreen: ). Now that I have the gam...
by E-37
Tue Apr 23, 2019 4:52 pm
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 973

Re: What consumes UPS?

Some mods are real UPS killers (like warehouses with huge containers, ...) , but I don't know if you play modded. A screen capture of your timings would help a lot, but I'd say that you've built so big that whatever the efforts for optimization, at some point, no computer will be able to keep a ste...
by E-37
Tue Apr 23, 2019 12:20 am
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 973

What consumes UPS?

What mechanics are the most UPS expensive? I know that fluids are supposedly pretty expensive but what other mechanics / buildings hurt UPS the most? Say like laser turrets: I have about 3-5k turrets in one of my factories but I really only need like a 5th of that now that I have damage upgrades. Do...
by E-37
Sun Apr 21, 2019 10:44 pm
Forum: General discussion
Topic: Non-steam achievements reset on their own?
Replies: 2
Views: 256

Re: Non-steam achievements reset on their own?

Did you uninstall and reinstall the game at some point? They might have been lost that way. Also are you using mods now? If you got all the achievements without mods and you are playing with them now then you won't have them in your modded game.
by E-37
Tue Apr 02, 2019 8:23 pm
Forum: Pending
Topic: [0.17.21] Mouse wheel tilt inverted
Replies: 1
Views: 125

[0.17.21] Mouse wheel tilt inverted

I have a mouse that if you tilt the scroll wheel left or right, it scrolls whatever I am looking at in that direction. In Factorio's menus it is inverted. If I tilt the mouse wheel left, it scrolls to the right and it scrolls left for a right tilt. The map preview is an easy way to replicate it. It ...
by E-37
Tue Apr 02, 2019 2:49 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 115
Views: 65335

Re: Friday Facts #120 - Spidertron

Think of it like a car with no collision. Would you use a late game car that can drive through everything? I wouldn't. I would certainly. Especially if it had maneuverability of Bob's Power armor MK 5 with crazy number of exoskeleton mark almost infinities. I think running speed is near 500 km/h an...
by E-37
Tue Apr 02, 2019 2:34 pm
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 5549

Re: [0.17] There is no spoon!

I don't consider myself terribly good at the game and I just got the achievement 3 days ago on my first try. (I also got raining bullets and steam all the way by accident) I got it on default settings with no cliffs and I didn't have a very hard time. The biters were a pain since I just came from my...
by E-37
Mon Apr 01, 2019 9:57 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 115
Views: 65335

Re: Friday Facts #120 - Spidertron

I do think that spidertron would be really really fun for the first 20 mins after you get it but after that it wouldn't see that much use as just a way to get around outside your base. If you were able to ride it around your factory and not have to worry about collision, it would be useful since it ...
by E-37
Wed Mar 27, 2019 9:23 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1034
Views: 131208

Re: Simple Questions and Short Answers

Is there any way to remove achievements for all games? I don't really care about achievements and I'd rather not play with them at all. Are there any mods that remove all the achievements or simply activates the "used a console cheat" flag? Can someone who has all the modded achievements post their ...
by E-37
Tue Mar 26, 2019 7:14 pm
Forum: Ideas and Suggestions
Topic: Save in Background
Replies: 19
Views: 2310

Re: Save in Background

The game is saved to memory and written to disk in parallel with each other. Saving to memory is just what takes all of the time. Which of the 2 processes does the save game bar represent? I occasionally run the game off a flash drive so that I can bring it to college and play it for 15 mins when I...
by E-37
Tue Mar 26, 2019 7:03 pm
Forum: Ideas and Suggestions
Topic: Make nuclear fuel pollution free?
Replies: 2
Views: 167

Re: Make nuclear fuel pollution free?

The problem with removing pollution from nuclear fuel is that even if it didn't pollute, it wouldn't really be useful. Nuclear fuel isn't really used for anything but vehicles and trains. I assume you mean for early stages of the game since pollution doesn't matter at all in late game. If you are st...
by E-37
Wed Mar 13, 2019 2:29 pm
Forum: Duplicates
Topic: [0.17.11] Strange Robot Paths
Replies: 5
Views: 316

Re: [0.17.11] Strange Robot Paths

Ive been having the same issue since 0.17 launched. If bots are trying to fly to a very distant destination with no roboports directly along their path, they will just fly straight there and then run out of battery part way there. They will then just turn around and limp back to the same roboport th...
by E-37
Sun Mar 03, 2019 10:52 pm
Forum: Not a bug
Topic: [0.17.4] Biters Spawning In Cleared and Secured Areas
Replies: 15
Views: 867

Re: [0.17.4] Biters Spawning In Cleared and Secured Areas

I checked it out and you had quite the infestation there. I turret-creeped all the nests and placed down radar inside your whole base. After waiting about 2 hours, several worms had indeed made it inside your walls. I went over all of your walls but there is no clear way that the biters could have b...
by E-37
Sun Mar 03, 2019 8:07 pm
Forum: Not a bug
Topic: [0.17.4] Train stops instantly Bug
Replies: 5
Views: 241

Re: [0.17.4] Train stops instantly Bug

How tor reproduce: 1. Build a long track and place a train on one end. 2. Give the train some fuel and start moving in "manual" mode. 3. While driving (fast), click on the train to open the train GUI and toggle the switch to change the mode to "automatic". The train will stop instantly and will not...
by E-37
Sun Mar 03, 2019 7:52 pm
Forum: Minor issues
Topic: [0.17.1] Placing landfill via blueprint is deceptively hard
Replies: 1
Views: 191

Re: [0.17.1] Placing landfill via blueprint is deceptively hard

That is probably intended. If you try to place concrete blueprints partly over water or some other tile you can't put concrete on, it will act the same way. It has been this way since 0.16 and probably much longer. Just hold shift while placing blueprints.\ Think of it like other blueprints. If you ...
by E-37
Sun Mar 03, 2019 6:00 pm
Forum: Gameplay Help
Topic: kovarex enrichment with logistics bots and productivity modules
Replies: 1
Views: 347

Re: kovarex enrichment with logistics bots and productivity modules

Here is a solution I just threw together. It should work but I haven't tested it. Poking around with the productivity, using productivity modules only give you one extra U-235 per full productivity cycle making it not really worth it. You do NOT get the full 41 U-235 every time the productivity fini...
by E-37
Wed Feb 27, 2019 4:07 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.1] Water flowing in the false direction
Replies: 2
Views: 1028

Re: [0.17.1] Water flowing in the false direction

Im having the same issue. It only seems to happen when the liquid is flowing very fast like next to a pump. Slower moving liquids look normal. The liquid is of course not actually flowing the wrong direction.
by E-37
Wed Feb 27, 2019 1:07 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.0] Artillery Remote in quickbar shows wrong cannon count
Replies: 1
Views: 480

[Twinsen][0.17.0] Artillery Remote in quickbar shows wrong cannon count

While the artillery remote is assigned to a spot in the quickbar, it always reports that there are 0 artillery cannons in range regardless of how many there actually are. Once you pick it up to use it, it works like normal. It has no problems when viewed in the inventory, just when in a quickbar slo...

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